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Plom510

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Everything posted by Plom510

  1. I plan on livestreaming Sonic Boom: Rise of Lyric when it releases. Watch the video for more info! https://www.youtube.com/watch?v=ntDt7_DfGZk

  2. Just posted the download link for the v1.4.0 beta of Bingo The Multiva at the thread.

    1. OverbounD

      OverbounD

      I'll try to remember to post about it this weekend on SU just too busy right now. But Congrats on the release, I really enjoyed the last build.

    2. Plom510

      Plom510

      Thanks. I also appreciate that you plan on making a post about it.

  3. With NCFC 2014 right around the corner, I might as well share the download links to the v1.4.0 beta of Bingo The Multiva! Windows: http://www.mediafire.com/download/3n0xa8kkbaaz09x/btm_public_beta_1_4_0.zip Android: http://www.mediafire.com/download/8kko8u2lmnqzflb/btm_android_beta_1_4_0.apk I'll also supply some screenshots that relate to the new build. I hope you guys have fun with the new beta!
  4. Soon I'll be having another beta for Bingo The Multiva ready to download. Just need to get some stuff done.

  5. What lies at the bottom of this dark cave? Is it certain doom? Just be sure that you don't make a mistake or you might have to traverse this place more than you need to. While on the topic of how this game may be like Freedom Planet, it clearly isn't the same thing. Of course, I am taking notes from that game but not everything is a carbon copy. I will admit that Salamon's abilities are inspired by FP as I didn't want to make him "Tails" and give him a blaster. Another example of inspiration can be the Forbidden Ruins. I see it as the game has more inspiration from Sonic Lost World than anything else, if anyone remembers that there was a sprint button very early on. Also, just because I said that there may be "certain doom" if you fall, doesn't necessarily mean that there will be bottomless pits. I won't spoil what happens if you do fall off, but you won't find out in the NCFC build since this level is still being worked on.
  6. The NCFC demo will be the same as the public beta with updates and fixes. So there will be 12 levels to play (20 if you include the bonus/emblem levels).
  7. Here's some gameplay of what to expect for NCFC 2014! Not much is different from the public beta I released a while ago except for the inclusion of Salamon. You can also see his gameplay in the video. He still doesn't have any voice clips yet for his gameplay, but hopefully there will be by the time NCFC rolls around. The above video was recorded by KiddoCabbusses
  8. Unfortunately, while Salamon is complete at this point, I won't be able to share his gameplay yet as I will not have any internet for a week. Aside from that, I am able to give a technical update. I am currently reworking the programming for sounds as I will be utilizing GameMaker Studio's New Audio Engine. I've been using the legacy audio engine for quite some time, but only now I understand how the new audio engine works. Prepare to see a LARGE decrease in file size for future versions as the new audio engine uses the .ogg format. That is something I wanted to use for the music as I was kind of forced to use the .wav format so I can have the seamless loops as .mp3s always leave a slight pause when the music is looping.
  9. Now there will be a character select before you go choose a level. As you can see, Salamon will be a playable character. In terms of gameplay, he is complete. His animations and voice clips are still missing at the moment. As soon as I consider Salamon complete, I will be making a video showcasing how Salamon plays.
  10. @LakeFeperd you sure you posted this on the right thread? I'm downloading the beta anyway, but it's kind of odd that your post isn't at your Spark thread. EDIT: nevermind. Now this post is irrelevant. I don't mind if this post gets deleted though.
  11. I think I made a very broken ability for a new character. He can literally 1-hit kill a boss with it! Gonna have to find a way to balance it though.

  12. I now have another playable character implemented in my game. I'm going to finish up his sprites first before I consider showing him off.

  13. Doing character sprites is really hard. After getting a flying animation done, it looks more like the character is having a seizure.

  14. I made a sprite for Salamon. Since I know I'm not that good with making characters, I used Bingo's idle sprite as a base for the head, torso, and arms. The ears, hair, and feet are new. Salamon legs are 3 pixels shorter than Bingo's as he isn't supposed to be as tall as him. I know if I'm going to be making the rest of his sprites, it'll be a real challenge. I'm also thinking about making him a playable character as well but his playstyle will be a bit of a challenge. So far, I know Salamon's jumping will be the same as Bingo, but he will be able to fly for a short time with his ears. He won't be able to roll at will so the tricky part will be thinking of a method of attacking as well as giving him a special move. As for attributes, Salamon will have a slower speed cap and a greater jump height. Even though Salamon's max speed will be lower when walking normally, it will still be possible for him to go as fast as Bingo via boosters, springs, etc.
  15. Not sure how I can explain this without trying to be rude but... Everything about my game is going to look amateurish since I'm really only 1 guy. You're asking for a lot from me, and yes you can argue I can make the game look/play better if I put a lot of effort into it. Also, I don't believe in wanting to be popular. As I said in the Spark thread, I'm fine if my game will never be popular as long as the few people who know about my game like it and enjoy it and help me improve. A lot of initial projects for up and coming devs are always going to be way below professional quality when it's a one-man team. I'll be real here. A couple of OLDER versions of my game were much, MUCH more horrible than what I'm making right now. I won't go into specifics, but I will briefly summarize what older versions of Bingo The (Multiva/Chao) were going to be like. I apologize if this post becomes a history lesson. *There will be links to older versions that I still have on my hard drive. ("Bingo The Chao" 2007) This is when I first came up with Bingo, Salamon, and Darth. Salamon was originally a Kirby recolor, while the other two were Chao. Everything about the game looked like it was made by a 12-year old, and I was literally that age at the time. The soundtrack utilized copyrighted material and overall, the game is very boring and didn't even have a proper engine. ("Bingo HyperBlast" 2008 - 2009) I attempted a different take, while still being a platformer. Bingo and Salamon were redesigned. Bingo still retained his yellow arms from since his creation, but wore shoes and gloves that were STRIKINGLY similar to Sonic, as all of his sprites were edited from Sonic Advance's Sonic sprites. Salamon appearance is similar to what he is now minus the hair and he had gloves as well. There was another character that I came up with named Octane, who would be the "Shadow" of the game. The game is very generic and it had problems as well, but at least it had somewhat of an engine. ("Bingo The Chao" 2010 - 2011) The game I posted a while ago in this very thread as an April Fools joke. Bingo lost the gloves and shoes this time around. Graphics are not very pleasing to the eye and sprites were inconsistent. Gameplay was generic as well, and touching enemies meant instant death. Not very fun if you ask me, but the download is above if you feel like torturing yourself. ("Bingo The Multiva" 2012 - 2013) The most playable out of the bunch. It's okay at the very least. This version is actually running on the same engine as the current version of Bingo The Multiva. Problem is that the screen size is VERY small and you can't tell if certain jumps will be safe. Especially with the unfinished hard mode. This one was close to completion, but I ultimately scrapped it. Normal mode does have a start to finish, but with no bosses at all. Play it for yourself and you can get an idea why I ditched it. ("Bingo The Multiva" 2014 - ) The version of the game that you all are seeing and that is in development. With this version, I became more serious on finishing it as you can tell. A lot more effort is going into this project and I really want this to be as good as it can be. I chose to go with a simplistic art style since, why not? It is visually pleasing if done right, and with the size of everything, I could put as much detail as I want if I choose to do so. The soundtrack is going to be very original now that I have someone else helping with the music. At least this game has 6 characters (only 1 playable obviously) and I'm going to get voice acting in this. You may notice that there's a download link to a public beta of the game that I just compiled. I was meaning to make this post just on the beta build alone, but I got carried away with explaining my game's history. Decided to just make this build since I want to see if any opinions have changed on the gameplay, but changes and bug fixes aren't the only thing the public beta has to offer. -You can play through the first set of Verdant Valley levels! (12) -There are unlockable Bonus and Emblem Stages! (4 for each) -1 Red Coin/Emblem for the 1st Stage, 3 for the 2nd, 6 for 3rd, and 10 for 4th -You can uncurl out of rolling by pressing the X key again. -Bounce physics have been slightly changed so that Bingo will slowly gain some height if bounces are timed correctly. -Bingo's Dash can now pull Coins towards him. I recommend trying this in Emblem Stage 01 to really see how powerful this addition is! -Includes a boss fight with the Manager with voice dialogue from Darth during that level. -Each level needs to be unlocked by completing the last one. -The save file now writes in a new file, and this will be the file that'll be used in the final game. I also plan on featuring the public beta at NCFC 2014 rather than SAGE 2015, as that'll come sooner and maybe there can be more content for SAGE. Another reason why I decided to release a public beta is that I can't seem to find people who would want to test my game, so why not release a build to the public? The game is going to be free at the end either way. Apologies for the giant wall of text, but I hope you guys at least enjoy the beta as well as checking out some of the older versions of Bingo The Multiva/Chao!
  16. I just supplied the download link for my game on the booth. Hopefully it'll be shown in the promo video. I'm still having the issue with the Main Booth Content not saving properly, and I'm not sure if anyone else is having that problem.
  17. Finally got the level select menus done. As you can see, if you have collected a level's Red Coin or Bingo Emblem, there will be an icon overlapping each level's button. As soon as Verdant Valley's 2nd set of levels are done, there will be a button above that will allow you to switch between each world's sets of levels. I also plan to have the background change depending on which set you are viewing as Verdant Valley's 2nd set of levels will use the Sunset Valley background.
  18. I don't believe numbers should really matter. Take my game for example. I've only had about 200 downloads on the Windows demo. So what if not so many people tried my game? At least the few that have played it would still like it. I don't even have a following either but that still doesn't stop me from canceling my game at any moment. A long time ago, I've made the mistake of thinking that my project should be popular before I finish it. That isn't really the case here. Now, I just want to make games for the love of creating them. I care about how fun my game will be rather than if I'll get like 100 downloads per day. If there are still very few people that play my game, that's fine by me. What I'm trying to say is, that you shouldn't care about what the people want. You should focus on what YOU want to do and how you think you'll please you're audience. Making some refinements here and there do help in the long run as well as small additions that you think will make the game better. Of course, feedback is still necessary to figure out what you need to fix in the game as I do this practice. I recommend taking some notes from Freedom Planet as it is a very fun experience and I believe that the game has that level of love and care put into it. It's also one of my inspirations for my own project. If you do end up canning this, that would be a real shame. I believe that Spark can be a thing and maybe, just maybe in the long run, it can be a really fun game. I hope my advice helps you and anybody who reads this.
  19. That's weird. The mockup loaded just fine when I made the post, but it's still viewable if you click on it. I usually post game screenshots on the Facebook page, but since this is actually a planned stage for late game, I don't want to post it there. Is there anywhere else where I can host any future screenshots/mockups or would the attachments be just fine? EDIT: It seems like editing the post brought the picture back, but I'm not quite sure for how long it'll stay fixed. I'd still appreciate suggestions for anywhere I can host the pics though.
  20. Just registered a booth of my game. I'm gonna have the screenshots and a download link to my entry as soon as I finish up some stuff in the next build. For some reason my main booth content doesn't save, but I'm copy & pasting the info from my game's readme file.
  21. Looks like Bingo found himself in a mansion. I might start posting screenshots of levels in development as well as planned levels if it's okay with everyone. Especially with levels that will appear much later in the game, such as this one for example. What do you guys think of the art assets here? I still have a lot of time before this level will be fully implemented in the game to make some changes or additions.
  22. The icons will be used for an eventual website. Mainly for a characters section.
  23. Got my commissioned icons today as well as made an update on the Bingo The Multiva thread!

  24. I feel like this thread has turned into a development blog of sorts. Not quite sure if this is a good thing, or a bad thing. Regardless, I bring some updates for you guys. =CHARACTER ICONS= Not too long ago, I commissioned R-no71 some blinking avatars of the cast of Bingo The Multiva. I have just received them and I would like to show them off! These icons are very well done. I also like the effects that was used for Voscor's and Streyt's icons. I can say that this was well worth the commission, but what do you guys think of the icons? =MUSIC COMPOSER FOUND= If you guys have seen the Fan Game Assistance section, I have a thread where I'm asking for character sprite artists, a music composer, and beta testers. I have found a composer that will be updating some of the tracks that I already wrote as well as creating some new tracks that I probably won't be able to make myself. Can of Nothing will be behind the rest of the soundtrack from this point, and we have an updated version of Verdant Valley that I'd like you all to LISTEN to! That is all for today, but I really appreciate it if you guys gave me some feedback on my progress as well as people who are willing to beta test. Quick question though. Should I make the beta public or private?
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